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[[File:Area 17.jpg|right|200px]] '''Area 17''' is one of the [[Maps]] in [[The Escapists 2]]. Two unique escapes are needed to unlock this prison. This secretive military base in the desert is the definition of high-security. If you can slip by the incredibly dedicated guards you may just come across technology that's out of this world.... == Unique Items == The [[Probe]], [[Microchip]], [[Empty Cannister]], and [[Inflatable Alien]]. Illegal unique items: [[Blank Security Pass]] and [[Security Pass]]. ==Trivia== Area 17 is a reference to [[Team 17]], the developers, and Area 51, a US Air Force base that is the center of infamous conspiracy theories involving aliens. As such, the inmates here have unusual default names and all bear an alien-masked face appearance. ==[[Jobs]]== {| class="wikitable" |+ ![[Jobs]] ![[Stats#Strength|Strength]] ![[Stats#Intelligence|Intellect]] !Income |- |Blacksmith |50 |80 |$70 |- |Waste Disposal |60 |30 |$35 |- |Engineering |30 |80 |$75 |- |Plumbing |40 |40 |$50 |} == Schedule == {| class="wikitable" !Time !Routine |- | 04:00 - 05:00 || Rollcall |- | 05:00 - 06:00 || Shower Time |- | 06:00 - 08:00 || Job Time |- | 08:00 - 10:00 || Free Time |- | 10:00 - 11:00 || Exercise |- | 11:00 - 12:00 || Rollcall |- | 12:00 - 13:00 || Breakfast Time |- | 13:00 - 14:00 || Shower Time |- | 14:00 - 16:00 || Job Time |- | 16:00 - 19:00 || Free Time |- | 19:00 - 20:00 || Shower Time |- | 20:00 - 21:00 || Rollcall |- | 21:00 - 04:00 || Lights out |- |} == Key Map == Guard numbers are the orders shown in the character display page, with the first guard being number 1. Some guards do not carry any keys, and some only carry a keycard. Guard no. 9 only stays in the guards quarters. # {{Item link|Keys|alt_img=Red Key te2.png|disp=Red Key}}, {{Item link|Keycards|alt_img=Cyan Keycard.png|disp=Cyan Keycard}} #{{Item link|Keys|alt_img=Cyan Key te2.png|disp=Cyan Key}} #{{Item link|Keys|alt_img=Green Key te2.png|disp=Green Key}} #{{Item link|Keys|alt_img=Yellow Key te2.png|disp=Yellow Key}}, {{Item link|Keycards|alt_img=Red Keycard.png|disp=Red Keycard}} #{{Item link|Keys|alt_img=Cyan Key te2.png|disp=Cyan Key}} #''This guard doesn't carry a key'' #{{Item link|Keys|alt_img=Yellow Key te2.png|disp=Yellow Key}}, {{Item link|Keycards|alt_img=Cyan Keycard.png|disp=Cyan Keycard}} # {{Item link|Keys|alt_img=Red Key te2.png|disp=Red Key}} #{{Item link|Keys|alt_img=Green Key te2.png|disp=Green Key}} #{{Item link|Keys|alt_img=Cyan Key te2.png|disp=Cyan Key}}, {{Item link|Keycards|alt_img=Red Keycard.png|disp=Red Keycard}} #{{Item link|Keys|alt_img=Red Key te2.png|disp=Red Key}} #{{Item link|Keys|alt_img=Green Key te2.png|disp=Green Key}} #{{Item link|Keys|alt_img=Red Key te2.png|disp=Red Key}} #{{Item link|Keycards|alt_img=Cyan Keycard.png|disp=Cyan Keycard}} #''This guard doesn't carry a key'' # {{Item link|Keycards|alt_img=Red Keycard.png|disp=Red Keycard}} #(Riot Guard){{Item link|Keys|alt_img=Yellow Key te2.png|disp=Yellow Key}} #(Riot Guard) ''This guard doesn't carry a key'' == Escape Methods == Currently, there are 3 ways you can escape from Area 17. Here they are in order: === Perimeter Breakout === Perimeter Breakouts can be performed in many ways. Here are a few recommended methods: '''Method 1''' * In order to escape, you will first need to get your [[Stats|intellect]] to 60. * Next, you will need to get 4 items: a {{item link|1=Plastic Key|alt_img=Plastic Keys te2.gif}}, {{item link|1=Sturdy Cutters|alt_img=Sturdy Cutters te2.png}}, a {{item link|1=Sturdy Shovel|alt_img=Sturdy Shovel te2.png}}, {{item link|1=Sturdy Pickaxe|alt_img=Sturdy Pickaxe te2.png}}, or {{item link|1=Multitool|alt_img=Multitool te2.png}}, and an {{item link|1=Adrenaline Shot}}. *It will also be useful to get a {{item link|1=Contraband Pouch|alt_img=Contraband Pouch te2.png}}, although this is not completely necessary. * After you come into possession of all items required, you are ready to escape. * Before the last roll call of the day, go to your cell and craft a {{item link|1=Bed Dummy|alt_img=Bed Dummy te2.png}}. Place it in your bed, and take the previously listed items. * Once it hits lights out, go to the [[Generator]] and drop all of your contraband right outside of the room. This can be skipped if you took a Contraband Pouch. Turn it off, and then take your items up to the UFO room. * Go through the [[Red Key]] door to the side of the prison, and cut through * With your Shovel, Pickaxe, or Multitool, chip away the wall. If you get too tired, use your Adrenaline Shot to continue. *Once you're done chipping at the wall, you can escape!<br />'''Method 2''' * First, make all the items for a {{item link|1=Sturdy Shovel|alt_img=Sturdy Shovel te2.png}} or {{item link|1=Sturdy Pickaxe|alt_img=Sturdy Pickaxe te2.png}}. If you want to speed up the process you can find the guard with the Cyan Key, and go and get the lightweight shovel from the desk in the maintenance room next to the Roll Call zone. It may not be there, but usually it will be. * Next, get yourself a {{item link|1=Guard Outfit|alt_img=Guard Outfit te2.png}}. * Finally, craft a {{item link|1=Bed Dummy|alt_img=Bed Dummy te2.png}}. * You are now ready to escape Area 17. * Wait until lights out, and then chip through the wall of your cell. * Afterwards, go to the Guard Desk near the Roll Call zone, which is on the guard side of the place. There will be an Alien in a Jar. * Dig up at the last spot of room. You will avoid the electric fence. * Last but not least, go to the border wall and chip it. Avoid all spotlights or you will be caught. * After you are done, you can regain your freedom! '''There is also a third method, which can be performed at any time.''' * Obtain a {{item link|1=Multitool|alt_img=Multitool te2.png}}. * Once you have it, go to the Roll Call zone and chip through the [[wall]]. * Replace it and run to the the right. There should be a room with a desk. * Dig up from this room. Now, run to the final wall. Chipping it will cause a [[Lockdown]], but if you have the Multitool, you can make the run before the snipers shoot you. * Once youβve chipped the wall, high-tail it out of there! '''Alternate method of the above escape''' If you want to escape at night, you can craft {{item link|1=Lightweight Cutters|alt_img=Lightweight Cutters te2.png}}, then you can just break through the [[fence]]. This will save you the trouble of making the Multitool [Remember to turn off the power in the [[generator]] room right most bottom area of the underground, as the fencing is [[Electric Fence|electric]].] You'll also need a {{item link|1=Sturdy Pickaxe|alt_img=Sturdy Pickaxe te2.png}} due to there being a wall after the fence. You may also want a {{Item link|Key|alt_img=Plastic Red Key te2.png|disp=Plastic Red Key}} if you don't want to risk a [[Guards|guard]] seeing you break the first wall. [''Please provide additional information on this method!''] Congratulations! You have escaped! === I'm Only Human === '''This is a <u>single player only escape</u>, meaning that it is impossible to escape this way in multiplayer.''' This escape method will have you pretend to be a human in order to depart from Area 17. * First of all, you will need to level up your [[Stats|intellect]] to 60. *Obtain {{item link|Wad of Putty|alt_img=Wad of Putty te2.png}} x2 and {{item link|Molten Plastic|alt_img=Molten Plastic te2.png}} x2. * Next, obtain the {{item link|Keys|disp=Cyan Key|alt_img=Cyan Key te2.png}} and {{item link|Keys|disp=Red Key|alt_img=Red Key te2.png}}. Make a {{Item link|Key Mold|alt_img=Key Mould te2.png}} of each key and then make Plastic Keys from them. Guards 1 and 8 in the character selection screen have the red key, while guards 2 and 5 have the cyan key. While you're at it, take {{item link|Blank Security Pass}} from the guards. * When you get the {{item link|Blank Security Pass}}, you will need to combine it with a {{item link|Jar of Ink|alt_img=Jar of Ink Escapists 2.png}} and a {{item link|Feather}} to create a {{item link|Security Pass}}. * Make your way to the surface-level (floor 1) maintenance room. Inside will be a desk in which you will be able to find {{item link|Civilian Outfit|disp=Civilian Clothes}}. Change into them. * Finally, with your {{item link|Security Pass}} in hand, go to the south-west corner of the map (also on floor 1), and enter the security room with a ton of locked doors and a camera. * Go up to the counter and interact, holding your Pass. Congrats! Freedom is yours on Area 17! === Alien Technology === '''This is a <u>multiplayer only escape</u>, meaning that it is impossible to escape this way in single player.''' This final escape method will have you and your comrade fix the UFO on the top layer of the map. * First, at least one of you will need to get their [[Stats|intellect]] to 60. * Search and/or buy 2x {{item link|Circuit Board|alt_img=Circuit Board te2.png}}, 2x {{item link|Wire|alt_img=Wire te2.png}}, 2x {{item link|Battery|alt_img=Battery te2.png}}, 4x {{item link|File|alt_img=File te2.png}}, 3x {{item link|Roll of Duct Tape|alt_img=Roll of Duct Tape Escapists 2.png}}, 1x {{Item link|lighter|alt_img=Lighter te2.png}}, 1x {{item link|Comb|alt_img=Comb te2.png}} OR {{item link|Toothbrush|alt_img=Toothbrush te2.png}} and 1 {{Item link|Radio Receiver|alt_img=Radio receiver te2.png}}. * Next, you will need to locate the {{item link|Keycards|disp=Red Keycard|alt_img=Red Keycard.png}} from a [[Guards|guard]]. * Take {{item link|Circuit Board|alt_img=Circuit Board te2.png}} and {{item link|Wire|alt_img=Wire te2.png}}. Knock out the guard who has {{item link|Keycards|disp=Red Keycard|alt_img=Red Keycard.png}}. Craft {{item link|Keycards|disp=Fake Red Keycard|alt_img=Fake Red Keycard.png}}. * With the {{item link|Keycards|disp=Fake Red Keycard|alt_img=Fake Red Keycard.png}} in hand, go to the [[Moon Lander|moon]] [[Moon Lander|lander]] area, and using the card, go inside. Inspecting the [[Moon Lander|moon]] [[Moon Lander|lander]] you will be able to find an {{item link|Empty Cannister}} necessary for this escape. '''<u>Keep this safe.</u>''' * Craft/prepare following items: an {{item link|Energy Module}} and {{item link|Sturdy Cutters|alt_img=Sturdy Cutters te2.png}}. * Finally, during evening roll call, the second player goes to the generator room and wait for lights out. When it occurs, he turns off the power and the first player cuts through the fence surrounding the UFO. Then second player should go to the UFO. * After you gain access to the ship, put in the 4 items ({{item link|Circuit Board|alt_img=Circuit Board te2.png}}, {{item link|Radio Receiver|alt_img=Radio receiver te2.png}}, {{item link|Empty Cannister}} and {{item link|Energy Module}}) one by one. * Finally, interact with the ship to escape! Congrats! You have flown away in a UFO to freedom! == Videos == '''Alien Technology Escape Guide''' {{#ev:youtube|xM-0919nIMo}} '''Perimeter Breakout Escape Guide''' {{#ev:youtube|aEued4135ZA}} '''I'm Only Human Escape Guide''' {{#ev:youtube|9kPRV8uHVPw}} [[Category:The Escapists 2 Maps]] <references />
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